Angel of Light (Semblant): Once per year, when Mina is about to die or suffers the grief of losing one of her loved ones, she has the power to convert her sainthood in pure divine power. For a number of minutes equal to her divine spellcasting levels, she can transform herself in the truest form of good, a Solar. But when the effect ends, she loses her saint abilities, powers and divine spelllcasting abilities for a month, and she ends up exhausted.This semblant can only be activated if Mina remains cast and pure (doesn´t have any kind of sexual relationship).If her base form ever surpasses her Solar form, then the Solar form scales with her additional levels, only if those levels have divine spellcasting allowed (Paladin, Cleric, Ranger, Druid, etc).

Size and Type: The creature's type changes to "outsider." The saint has the native subtype. Size is unchanged.

Armor Class: A saint gains an insight bonus to AC equal to the character's Wisdom bonus.

Special Attacks: A saint retains all the character's special attacks and gains those listed below.

Holy Power (Su): The save DCs of any and all of the saint's special attacks, including spells as well as spell-like, supernatural, and extraordinary abilities, increase by +2.

Holy Touch (Su): A saint's entire being is suffused with holy power, which likewise flows into any weapon the saint wields. A saint's melee attacks with any weapon (or unarmed) deal an additional 1d6 points of holy damage against evil creatures, and 1d8 points against evil undead and evil outsiders. Any evil creature that strikes a saint with a natural weapon takes holy damage as if hit by the saint's attack.

Spell-Like Abilities: At will - guidance, resistance, virtue, and bless. A saint's caster level is equal to its Hit Die total. The save DCs are Charisma-based.

Special Qualities: A saint retains all the character's special qualities and gains those listed below, as well as the outsider type.

Damage Reduction (Ex): Saints gain damage reduction according to their Hit Dice (including character level). Current damage reduction is of 5/magic

Fast Healing (Ex): Each round, a saint heals damage equal to half of its Hit Dice (4). if the base creature already has fast healing, use the better value.

Immunities (Ex): A saint is immune to acid, cold, electricity, and petrification attacks.

Protective Aura (Su): As a free action, a saint can surround herself with a nimbus of light having a radius of 20 feet. This acts as a double-strength magic circle against evil and as a lesser globe of invulnerability both as cast by a cleric whose level equal to the saint's Hit Dice.

Resistances (Ex): Saints have resistance to fire 10 and receive a +4 racial bonus on Fortitude saves against poison.

Tongues (Su): A saint can speak with any creature that has a language, as though using a tongues spell cast by a 14th-level cleric. This ability is always active.

Aura (Ex)A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity’s alignment (see the detect evil spell for details). Clerics who don’t worship a specific deity but choose the Chaos, Evil, Good, or Law domain have a similarly powerful aura of the corresponding alignment.

SpellsA cleric casts divine spells, which are drawn from the cleric spell list. However, his alignment may restrict him from casting certain spells opposed to his moral or ethical beliefs; see Chaotic, Evil, Good, and Lawful Spells, below. A cleric must choose and prepare his spells in advance (see below).

To prepare or cast a spell, a cleric must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a cleric’s spell is 10 + the spell level + the cleric’s Wisdom modifier.

Like other spellcasters, a cleric can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: The Cleric. In addition, he receives bonus spells per day if he has a high Wisdom score. A cleric also gets one domain spell of each spell level he can cast, starting at 1st level. When a cleric prepares a spell in a domain spell slot, it must come from one of his two domains (see Deities, Domains, and Domain Spells, below).

Clerics meditate or pray for their spells. Each cleric must choose a time at which he must spend 1 hour each day in quiet contemplation or supplication to regain his daily allotment of spells. Time spent resting has no effect on whether a cleric can prepare spells. A cleric may prepare and cast any spell on the cleric spell list, provided that he can cast spells of that level, but he must choose which spells to prepare during his daily meditation.

Deity, Domains, and Domain SpellsA cleric’s deity influences his alignment, what magic he can perform, his values, and how others see him. A cleric chooses two domains from among those belonging to his deity. A cleric can select an alignment domain (Chaos, Evil, Good, or Law) only if his alignment matches that domain.

Each domain gives the cleric access to a domain spell at each spell level he can cast, from 1st on up, as well as a granted power. The cleric gets the granted powers of both the domains selected.

With access to two domain spells at a given spell level, a cleric prepares one or the other each day in his domain spell slot. If a domain spell is not on the cleric spell list, a cleric can prepare it only in his domain spell slot.

Spontaneous CastingA good cleric (or a neutral cleric of a good deity) can channel stored spell energy into healing spells that the cleric did not prepare ahead of time. The cleric can "lose" any prepared spell that is not a domain spell in order to cast any cure spell of the same spell level or lower (a cure spell is any spell with "cure" in its name).

Chaotic, Evil, Good, and Lawful SpellsA cleric can’t cast spells of an alignment opposed to his own or his deity’s (if he has one). Spells associated with particular alignments are indicated by the chaos, evil, good, and law descriptors in their spell descriptions.

Turn or Rebuke Undead (Su)Any cleric, regardless of alignment, has the power to affect undead creatures by channeling the power of his faith through his holy (or unholy) symbol (see Turn or Rebuke Undead).

A good cleric (or a neutral cleric who worships a good deity) can turn or destroy undead creatures.

A cleric may attempt to turn undead a number of times per day equal to 3 + his Charisma modifier. A cleric with 5 or more ranks in Knowledge (religion) gets a +2 bonus on turning checks against undead.

Regeneration (Ex): Mina takes normal damage from epic evil-aligned weapons, and from spells or effects with the evil descriptor.Her regeneration is of 15, this stacks with her fast regenerating ability of +4.

Spells: Solars can cast divine spells as 20th-level clerics. A solar has access to two of the following domains: Air, Destruction, Good, Law, or War (plus any others from its deity). The save DCs are Wisdom-based.